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Do car texture sizes affect framerates?

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Reading Topic #4359

Charter Member · 269 posts

I'm trying to decide whether to use 256x256 or 512x512 textures for a new freight car model I'm working on (one that is absolutely ESSENTIAL to operations on the Conrail Indianapolis Line!), and I was wondering how much of an impact the 512x512 textures would have on framerates in MSTS.Thanks!Bruce Bridges

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Charter Member · 796 posts

RE: Do car texture sizes affect framerates?

I think one big texture is better than many smaller textures as the sim has to load only one file. Remember to compress them with the newest makeACE, so the files are 171K instead of 1.03 Mb!

Enocell

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Member since Jul-2-02 · 107 posts

RE: Do car texture sizes affect framerates?

Is there any kind of fix to reduce the effect of existing cars and locos on frame rate? I've got some favorite downloads, beautiful work, that are plain painful to use because they make the sim so jerky - and I often can't even tell why, though sometimes it's obvious - and a lot of designers will warn you that the car or whatever is going to degrade frame rates. And I'm not talking about changing settings.

bud

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Charter Member · 796 posts

RE: Do car texture sizes affect framerates?

There's so many cars etc. which don't have compressed files, so I spent one day just compressing the files(ace and s). I also added proper names to the wag files and changed the shape files for some cars. That saved dozens of megabytes.One and probably the best solution (which Kuju used, according to the techdocs) is to make at least two distance levels in the model, but the model designers must do that. I have made those in all of my cars, execpt the first one(Thrall-all-door car). It will help greatly if the sim draws 2000 polys only on first 10 cars in the train and the rest would have only 200 polys.(that would save 18000 polys in 20 car train, otherwise there would be 40000 polys, or just 10 cars in the train!)If there's 100 cars, the poly count is 200000 without lod's, so it's obvious that good framerates are not possible. With 200 poly second level it would be only 38000 polys...
I can't use long trains at all, because the sim stops drawing the scenery when there's too many cars with high polygon count.This will cause problems for the designers, as it will be more complex to get the model to work. Wheels and truck are real poly hogs, so I used just a simple 4-sided boxes to represent the trucks and 10-poly disks as wheels. Normal wheels may have over 100 polys.

Enocell

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Charter Member · 796 posts

RE: Do car texture sizes affect framerates?

Just select 'object' menu and then 'add object'. I'd recommend to copy the main model to the second object and then remove the least visible polys.

Enocell

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